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RiskOfBrainrot-2R4R-1.1.2
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1.1.2

    Curious Scug:
- Reverted to old icon temporarily

    Bloodsucking Coralite:
- Fixed using incorrect icon

1.1.1

    2R4R:
- Added missing patch notes from the previous version
- Updated dependencies

1.1.0

    2R4R:
- Added new placeholder icons for all items
- Added missing placeholder models for items that needed them
- Breaking Shock now creates Energizing Sparks

    Economy:
- Increased global gold reward multiplier: 0.6x -> 0.8x
- Reduced global interactable credit multiplier: 1.5x -> 1.5x
- Reduced compensation for starting level: 100% -> 0%

    Storms:
- Added Shelter objective after storm approach
- All Holdout Zones now count as shelters
- Halcyonite Shrine now counts as a shelter while active
- Engi's Bubble Shield now counts as a shelter
- Slumbering Spores now counts as a shelter
- Reduced meteor base damage: 17 -> 13
- Reduced minimum frequency of meteor strikes: 0.6s -> 0.7s
- Reduced maximum frequency of meteor strikes: 0.9s -> 1.0s

    Bandit:
- Hemmorhage base damage reduced: 20 -> 15
- Now gains +200% attack speed while cloaked
- Reduced primary reload duration: 0.7s -> 0.6s
- Shiv (secondary) increased stock: 1 -> 2

    Captain:
- Shotgun primary is now Exacting
- Reduced shotgun charge time: 1.2s -> 0.8s
- Reduced shotgun endlag: 0.35s -> 0.2s
- Increased shotgun cooldown: 1.5s -> 2s
- Reduced tazer AOE radius: 6m -> 2m
- Increased tazer damage bonus on bounce: 2x -> 3x
- Increased diablo strike duration: 20s -> 40s
* i dunno how to make the effect scale properly so im not gonna bother *
- Increased time between Shock Beacon shocks: 2s -> 6s
- Increased Shock Beacon proc coefficient: 0.4 -> 1.0

    Huntress:
- Glaive targeting changed, now tries to bounce between only two targets
- Arrow Rain damage per second increased: idr -> 400%
- Arrow Rain proc coefficient reduced: 0.5 -> 0.3
- Arrow Rain radius increased: 12m -> 14m
- Ballista cooldown increased: 16s -> 18s
- Ballista damage coefficient reduced: 1100% -> 800%
- Ballista proc coefficient increased: 1.0 -> 2.0
- Ballista now has the Slayer damage property (bonus damage to low health)

    Mercenary:
- Eviscerate duration reduced: 3.5s -> 2.5s
- Eviscerate cooldown reduced: 12s -> 11s

    Void Fiend:
- Reduced corruption loss for full heal: -100% -> -50%
- Reduced corruption gain per crit: 2% -> 0%
- Increased armor while corrupted: 25 -> 100
- Can no longer heal while in corrupt form

    Volatile Fuse:
- Reduced shield gain: 40 per stack -> 25 per stack

    Jellyfish Necklace:
- New

    Bloodsucking Coralite:
- Changed to Void T1
- Now corrupts Leeching Seed
- Now heals for bleed stacks

    Chef 'Stache:
- Moved to Tier 3 (Red)
- Increased healing per chunk: 14 -> 25

    Happiest Mask:
- Haunted enemies now create ghosts that last twice as long

    Forgotten Facade:
- Renamed from Tragic Facade

    Starfire Brand:
- Temporarily disabled

    Compression Loop:
- Renamed (from Elegy of Extinction)

    Old Guillotine:
- Increased passive Elite Aspect drop bonus: 5% -> 10%

    Artifact of the Stillborn:
- Renamed from Initiative
- Fixed granting free items multiple times if the player is revived Stage 1

    Artifact of the Zealot:
- Renamed from Lunacy
- Fixed granting free items multiple times if the player is revived Stage 1

1.0.18

    Economy:
- Reduced chest cost scaling exponent: 1.3x -> 1.0x
- Not testing this but due to complaints of lack of gold after the compensation fix,
- I think the reward scaling is now much more balanced so cost scaling might not need the overcompensation

    Voidtouched Elites:
- Fixed an issue where their on-hit effect was not behaving as intended

    Shell Shield:
- Fixed an issue where the item was not behaving as intended

1.0.17

    2R4R: 
- I forgot to hit save on the README (added new FAQ section)

1.0.16

    2R4R:
- Possibly fixed inexplicable regen bug
- Added AttackDirectionFix dependency

    Difficulty:
- Increased global difficulty scaling multiplier: 1.0x -> 1.1x

    Economy:
- Fixed math issues with the enemy reward compensation; Reward scaling should now be more consistent throughout each stage

    Acrid:
- Base damage reduced: 12 -> 9
- Want to reign in some of Acrid's power without nerfing what makes it fun

    Medkit:
- Fixed base heal: 0+40 -> 40+40

    Monster Tooth:
- Fixed base heal: 0+10 -> 10+10

    Rainbow Wave:
- Fixed projectile scaling issues

1.0.15

    2R4R:
- Fixed NRE related to Eclipse Spite

    Economy:
- Reduced gold gain multiplier: 0.7x -> 0.6x
- Reduced chest cost scaling exponent: 1.55 -> 1.3

    Storms:
- Now has a 15% chance to scatter additional meteors near enemies
- Meteors now propagate starting from the teleporter rather than the center of the map (not sure if this really changes anything)
- Reduced meteor storm waves per valid target: 3 -> 2
- Reduced meteor miss rate: 70% -> 60%

    Mercenary:
- Added new Keyword, Exacting (Attack no longer gains attack speed bonuses, and instead multiplies dmg)
- Laser Sword (Primary) is now Exacting
- Spin (Secondary) cooldown reduced: 3s -> 2.5s
- Spin damage coefficient increased: 200% -> 250%
- Uppercut (Secondary Alt) cooldown increased: 3s -> 3.5s
- Uppercut damage coefficient reduced: 550% -> 450%
- Uppercut is now Exacting
- Blinding Assault (Utility) cooldown reduced: 9s -> 8s
- Focused Assault (Utility Alt) cooldown increased: 9s -> 11s
- Focused Assault damage coefficient reduced: 700% -> 600%
- Focused Assault is now Exacting
- Eviscerate (Special) slicing duration increased: 2s -> 3.5s
- Eviscerate proc coefficient reduced: 1.0 -> 0.4
- Slicing Winds (Alt Special) cooldown reduced: 12s -> 9s
- Slicing Winds proc coefficient reduced: 1.0 -> 0.7
- Want to make Mercenary tech more consistent without removing it entirely. 
- I-frame spam shouldn't be so central to his survivability, but his specials should still be valuable
- Not an avid Merc user so let me know how these changes feel

    Shell Shield:
- Now provides healing
- Re-enabled

    Boomerang:
- Now blacklisted from enemies

    Squid Polyp:
- Blaster projectile now correctly flies to hit airborne enemies

    Rainbow Wave:
- Now blacklisted from enemies
- Peashooter is not blacklisted because it should be avoidable and doesnt deal much dmg anyways

1.0.14

    Economy:
- Soul costs now account for current soul penalty and increase exponentially
- Void Cradles now drop Void Potentials containing the chosen void item PLUS any item it corrupts
- Void Cradles now destroy their model when the teleporter event begins
- Reduced gold gain multiplier: 1.2x -> 0.7x
- Reduced chest cost scaling exponent: 1.65 -> 1.55

    Storms:
- Changed Meteor scattering behavior to ignore enemies and flying allies
- Increased meteor miss rate: 60% -> 70%
- Increased minimum frequency of meteor strikes: 1.3s -> 0.6s
- Increased maximum frequency of meteor strikes: 2s -> 0.9s
- Increased meteor base damage: 13 -> 17
- Increased meteor storm waves per valid target: 1 -> 2

    Commando:
- Fixed Suppressive Fire rolling for crit per bullet rather than on cast

    Void Ichor (Red):
- Fixed corrupting the wrong RAP

    Pear Wiggler:
- Fixed rare NRE

    Planula:
- Fixed wrong Planula dropping from Grandparents
- help i encountered all these bugs in the same run :sob:

    Relic of Blood:
- Fully reworked, now gives % healing on kill, and force triggers on-kill effects against Champions

1.0.13

    2R4R:
- Added a few known incompatibilities to README

    Difficulty:
- Eclipse 7 now counts as difficulty level 4 for scaling (+100%)

    Economy:
- Fixed pre-spawned enemies on stages not dropping any/too little gold
- Reduced gold gain multiplier: 1.4x -> 1.2x

    Storms:
- Reduced Meteor base damage: 55 -> 13
- Changed Meteor falloff model: SweetSpot -> None
- Meteors no longer oneshot in the center. This should help some minions stay alive for longer, but meteors should still deal similar damage near the edges.

    Commando:
- Reduced Phase Blast cooldown: 7s -> 5s
- Increased Suppressive Fire proc coefficient: 0.7 -> 1.0
- Fixed Suppressive Fire special not stunning on hit

    Bustling Fungus:
- Reduced minimum stationary time to trigger: 1s -> 0.1s
- Increased healing tick rate: 0.25s -> 0.125s

    Delicate Watch:
- Reduced minimum stationary time to trigger: 0.5s -> 0.1s
- This was supposed to be 0.2s to begin with but i fucked up the config lol

    Medkit:
- Increased healing: 25 -> 40

    Molotov (1-Pack):
- Can now be procced by equipment damage

    Nature's Gift:
- Increased cooldown reduction: 8%+6% -> 8%+8%

    Destroyer Emblem:
- Increased max critical strike chance bonus: 24% -> 40%

    Cobalt Shield:
- Reduced minimum stationary time to trigger: 0.25s -> 0.1s

1.0.12

    2R4R:
- Fixed missing notes in previous changelog (i forgot to hit save lol)

    Storms:
- Fixed NRE during game ending screen
- Reduced meteor blast radius: 12m -> 10m

    Difficulty:
- Reduced global difficulty scaling multiplier: 1.3x -> 1.0x
- Reduced base time scaling multiplier: 1.03x -> 1.00x
- Increased time scaling multiplier per difficulty: 0.00x -> 0.01x
- With these changes, the ideal time per stage should be 7 mins in Monsoon, 10 in Rainstorm, and 20 mins in Drizzle. Faster is still easier, as always

    Economy:
- Increased chest cost scaling exponent: 1.5 -> 1.65
- Fixed enemy reward compensation for starting level
- Increased enemy gold reward multiplier: 1x -> 1.4x
- Looting should be much more consistent now, I fucked up the math before but this feels about right to me

    Coin Gun:
- Fixed? NRE during recalculate stats

    Flower Crown:
- Increased base shield: 8% -> 12%
- Increased armor gain: 20 -> 25

1.0.11

    Difficulty:
- Reduced time scaling multiplier: 1.04x -> 1.03x
- This is super important i promise

1.0.10

    2R4R:
- Fixed missing notes in previous changelog
- Increased teleporter particle area by about 12%

    Difficulty:
- Reduced base difficulty scaling multiplier: 1.35x -> 1.3x
- Difficulty now increases 4% faster per minute
- Difficulty now decreases by 10% on stage transition
- Intention is to make time costs more impactful and reward rushing through stages. 2R4R might feel a bit easier for the next few patches while we're still dialing this in

    Economy:
- Reduced chest cost scaling exponent: 1.7 -> 1.5
- Enemy gold drops are now compensated for difficulty increases during the stage, meaning individual enemies will drop less money as the stage gets more difficult
- Intention is to normalize the difference in gold gains between the start and end of a stage so the pacing of a stage can be made more consistent

    Storms:
- Increased base damage of meteor strikes: 35 -> 55
- Increased blast radius of meteor strikes: 11m -> 12m
- Increased minimum frequency of meteor strikes: 1.5s -> 1.3s
- Increased maximum frequency of meteor strikes: 2.5s -> 2s
- Fixed strike prediction indicator being 16% larger than the blast area

    Morning Mocha:
- Reduced starting duration: 90s -> 60s
- Increased duration on new pickup: 20s -> 30s
- Now gains 15 seconds of duration if any interactable is used while the Mocha buff is active
- Using Morning Mocha to its maximum potential should be more interactive and rewarding. This has the potential to be really busted, but hopefully the gameplay it enables is exciting

    Razorwire:
- Now additionally increases armor by 8+8
- Hopefully Razorwire can feel a little safer to use even for squishier builds/characters

    Elegy of Extinction:
- Fixed full description being shown in the pickup description
- Fixed having 12x intended damage (so thats why it was 10% before.)
- Increased intended damage per shard: 100% -> 160%
- Increased homing strength: 20 -> 55
- Added configs while were at it

1.0.9

    2R4R:
- Removed the change to Shock which would cause it to begin shield regeneration immediately (new shock rework/synergy ideas are in mind for the future)
- Fixed numerous description errors (thanks Samriel!)

    Storms:
- Fixed unintentional behavior that was causing storms to appear during final stages
- Recolored strike prediction indicator to red to match their team alignment
- Adjusted damage formula: (10 * ambientLevel) -> (35 * (1 + 0.5 * ambientLevel))
- Disabled additional monster spawns during storms

    Elites:
- Reduced T2 Elite damage multiplier: 4.5x -> 4x

    Commando:
- Fixed slide animation lasting for longer than intended

    Captain:
- Restored microbots passive
- Microbots changed to green tier
- Microbots attack interval increased: 0.5s -> 1.5s

    Mercenary:
- Increased specials cooldown to 12s (temporary fix while i work on more long term Merc Tweaks)

    Loader:
- Unfinished primary is now hidden

    Old Guillotine (Equipment):
- Fixed broken aspect drop chance due to a config error
- Fixed description error listing the execution threshold as 10% higher than actuality

    Executive Card:
- Fixed being able to target interactables through terrain
- Increased max targeting angle: 4 -> 10

    Volatile Fuse:
- Fixed description incorrectly naming Shock instead of Stun
- Increased minimum stun duration: 0.5s -> 1s
- Increased maximum stun duration: 6s -> 8s
- Changed to Tier 1 (Common)
- Rejoice in common fuse!

    Chocolate Coin:
- Added missing full description
- Fixed gold reward scaling, now gold reward is multiplied by attacker's level

    Delicate Watch:
- Fixed free attack speed missing from its description (it gives 8% free attack speed per stack)

    Repulsion Armor Plating:
- Added missing full description

    Metamorphic Ichor (Red):
- Added missing corruption text
- Added missing full description
- Increased attack speed bonus slightly: 7% -> 7.5%

    Metamorphic Ichor (Yellow):
- Added missing corruption text
- Added missing full description
- Increased regen bonus slightly: 0.6 -> 0.8
- Added missing scaling behavior with level (20%)

    Metamorphic Ichor (Violet):
- Added missing corruption text
- Added missing full description
- Reduced barrier bonus slightly: 30+30 -> 22+22
- Reduced internal cooldown: 2s -> 1s
- Can no longer trigger on DOTs, damage that bypasses armor, or self damage
- Internal cooldown debuff can no longer be transferred by Noxious Thorns

    Weeping Fungus
- Increased regen bonus: 1.0 -> 1.5
- Added missing scaling behavior with level (20%)

    Will-o-the-wisp:
- Increased damage: 200%+160% -> 360%+280%
- Reduced proc coefficient: 1.0 -> 0.75

    Voidsent Flame: 
- Increased damage: 350%+280% -> 560%+420%

    Raw Chicken:
- Nothing changed at all, totally x3

    Elegy of Extinction:
- Added missing full description
- Increased damage coefficient per shard: 10% -> 100%
- Reduced cooldown increase: 2+2 -> 1+1
- Remade shard count formula: 0.5+0.25 per second -> 1 second per shard, +20% per stack

    Charged Malachite Spine:
- Added missing full description
- Increased shield gain: 25+25 -> 50+50
- Increased armor while poisoned: 100 -> 200

1.0.8

- README update

1.0.5

- README update

1.0.4

- Fixed dependencies

1.0.1

- Fixed readme

1.0.0

- Release version
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